HORRAY FOR TIMESCALE CONTROLS! (And a bit of feedback)

Frostiken
Sergeant
Posts: 75
Joined: Fri 20 Apr 2012 14:18
Contact:

HORRAY FOR TIMESCALE CONTROLS! (And a bit of feedback)

Postby Frostiken » Fri 18 Apr 2014 14:25

YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY!

As a guy who rapidly gets overwhelmed in RTS games, I can finally play the game! YAY!

THANK YOU!

I do have a bit of feedback regarding it, however...

1) Bullet time is... actually too slow. It's kind of causing weird behavior right now. Projectiles kind of tumble end-over-end, UI elements get stuck, units don't seem to respond... I constantly have to cycle between bullet time and very slow.

2) Very slow is... remarkably fast. In fact it appears Very Slow is running at about 0.5x speed. This makes the gap between bullet time (where the game is essentially frozen) and Very Slow remarkably wide.

3) If Very Slow is 0.5x, then Slow is apparently 0.75x abouts. Point is, Slow is so close to

Could I suggest:

1) Rename 'bullet time' to 'pause'. It's basically running at 0.001x speed anyway.

2) Add in 'bullet time' at a faster speed than it is now. Fast enough that my UI is no longer get buggered up, and when I tell units to unload, they actually unload at some point instead of forcing me to jump from BT -> VS -> BT again. Maybe 0.1x? Or 0.075x?

3) Change 'very slow' to 0.3x.

4) Change 'slow' to 0.6x.

5) Add this feature in to WGEE and WGALB :)

THANK YOU AGAIN!

User avatar
Rorschach
Lieutenant General
Posts: 4237
Joined: Tue 19 Feb 2013 18:57
Contact:

Re: HORRAY FOR TIMESCALE CONTROLS! (And a bit of feedback)

Postby Rorschach » Fri 18 Apr 2014 14:34

I've also noticed projectiles tumbling and cartwheeling in bullet time, which sucks as the only reason I use it is to follow these projectiles in slow mo, and watch them smoothly glide towards their target.

Hopefully, it will get fixed, but I think Eugen have higher priorities on their list :lol:
A brilliant plan from the dirtiest euro-hippie: get US players to pay me for a game that I then show them how much their military sucks so I can feel better about being a communist.

eddyvegasgames
Corporal
Posts: 35
Joined: Fri 24 Feb 2012 17:32
Contact:

Re: HORRAY FOR TIMESCALE CONTROLS! (And a bit of feedback)

Postby eddyvegasgames » Fri 18 Apr 2014 15:09

I too would like to thank Eugen, from the bottom of my heart, for allowing me to play the game on slow speed and pause! This has let this old guy with no reflexes finally enjoy the game in the way I've wished for since EE! I only hope that a few beer and pretzel grognards with decent computers will discover this game as well, because this is the ultimate beer and pretzel grognard game, right here. Thanks again.

Another bug I have noticed is that when on Bullet time (which really seems like Pause to me), purchasing units does not deduct the price from the display at the top left. The game will still tell you if you've spent too much though, so it must know the correct amount, it's just not displaying it.

I also have a question about holding down Shift and chaining up orders while on bullet time. I wonder if the semi-paused state is allowing all the clicks to register in the right order. I probably should do a test, eh...

Anyway, after all that complaining I did in the epic pause and give orders thread, I figure you guys deserve credit where credit is due. Thank you again.

-Eddy

Wargamer620
Warrant Officer
Posts: 407
Joined: Wed 22 May 2013 13:50
Location: Nowhere, Wisconsin
Contact:

Re: HORRAY FOR TIMESCALE CONTROLS! (And a bit of feedback)

Postby Wargamer620 » Fri 18 Apr 2014 15:52

Rorschach wrote:I've also noticed projectiles tumbling and cartwheeling in bullet time, which sucks as the only reason I use it is to follow these projectiles in slow mo, and watch them smoothly glide towards their target.

Hopefully, it will get fixed, but I think Eugen have higher priorities on their list :lol:

This, + 1 for a fix
How to Make a Smokescreen Without Arty

Graphic wrote:Eugen HQ is guarded by eight platoons of Fallschirmjager '90. You'll never make it out alive.

Mordante
Specialist
Posts: 11
Joined: Sun 6 Apr 2014 12:13
Contact:

Re: HORRAY FOR TIMESCALE CONTROLS! (And a bit of feedback)

Postby Mordante » Fri 18 Apr 2014 16:01

Thanks from me also for putting this in the game!

yacoub
Warrant Officer
Posts: 475
Joined: Sat 20 Jul 2013 03:44
Contact:

Re: HORRAY FOR TIMESCALE CONTROLS! (And a bit of feedback)

Postby yacoub » Fri 18 Apr 2014 16:22

eddyvegasgames wrote:I too would like to thank Eugen, from the bottom of my heart, for allowing me to play the game on slow speed and pause! This has let this old guy with no reflexes finally enjoy the game in the way I've wished for since EE!

Very cool :)

flyinj
Private First-Class
Posts: 9
Joined: Thu 23 Feb 2012 09:10
Contact:

Re: HORRAY FOR TIMESCALE CONTROLS! (And a bit of feedback)

Postby flyinj » Fri 18 Apr 2014 16:46

I am absolutely ecstatic that they added pause and give orders. I've always wanted to like these games, but they are just too unforgiving and absolutely overwhelming with the unit variety.

In the previous games, I'd sit down and play for an hour before giving up in frustration.

Last night, I booted up DR for the first time, and played for eight hours straight. Not only is the game extremely fun and playable now, but because it wasn't constantly crushing me under it's boot, I was able to actually learn the game.

After about 5 hours I was really starting to understand what each unit did, and what each of the subvariants were good for. I then didn't have to pause the game nearly as much. I'd say in a few days I'll not have to pause at all.

If anything, this is the absolute best way to learn how to play the game. I have no idea why Eugen were dragging their feet about it before... was it a technical issue?

They should recommend starting to play this way in the tutorials.

Is there any chance that AirWar can be patched with this functionality as well? I'd really like to play those campaigns without getting completely obliterated...

User avatar
Kraxis
Major-General
Posts: 3909
Joined: Wed 10 Jul 2013 11:56
Contact:

Re: HORRAY FOR TIMESCALE CONTROLS! (And a bit of feedback)

Postby Kraxis » Fri 18 Apr 2014 17:00

I haven't used the functions much yet. I ran a few minutes in Slow, but I too have to admit that it wasn't really Slow, but rather Normal- or something like that.

If there are problems in BT, then that should be fixed. One of the thing I have much wanted was scenic views in SP, this offers that. But if there are issues as well, then that sort of diminishes the awesomeness.
[EUG]MadMat wrote:MadMat says so many things ... :twisted:

User avatar
The W:AB Noob
Lieutenant General
Posts: 4564
Joined: Fri 12 Jul 2013 22:29
Location: United States, Central Time Zone
Contact:

Re: HORRAY FOR TIMESCALE CONTROLS! (And a bit of feedback)

Postby The W:AB Noob » Fri 18 Apr 2014 17:07

It's the best thing in campaign
W:RD Sandbox Mod 5.4.2, the Final and Ultimate Patch Click -> Image

eddyvegasgames
Corporal
Posts: 35
Joined: Fri 24 Feb 2012 17:32
Contact:

Re: HORRAY FOR TIMESCALE CONTROLS! (And a bit of feedback)

Postby eddyvegasgames » Fri 18 Apr 2014 20:07

flyinj wrote: Is there any chance that AirWar can be patched with this functionality as well?


AH HAHAHAHA

viewtopic.php?f=91&t=30649&p=379754&hilit=wholly+thread#p379754

Return to “Wargame : Red Dragon”

Who is online

Users browsing this forum: No registered users and 26 guests